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Publications


 

to be presented: Being Guided or Having Exploratory Freedom: User Preferences of a Virtual Agent’s Behavior in a Museum


Andrea Bönsch, David Hashem, Jonathan Ehret, Torsten Wolfgang Kuhlen
21th ACM International Conference on Intelligent Virtual Agents 2021 (IVA'21)
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A virtual guide in an immersive virtual environment allows users a structured experience without missing critical information. However, although being in an interactive medium, the user is only a passive listener, while the embodied conversational agent (ECA) fulfills the active roles of wayfinding and conveying knowledge. Thus, we investigated for the use case of a virtual museum, whether users prefer a virtual guide or a free exploration accompanied by an ECA who imparts the same information compared to the guide. Results of a small within-subjects study with a head-mounted display are given and discussed, resulting in the idea of combining benefits of both conditions for a higher user acceptance. Furthermore, the study indicated the feasibility of the carefully designed scene and ECA’s appearance.



Compression and Rendering of Textured Point Clouds via Sparse Coding


Kersten Schuster, Philip Trettner, Patric Schmitz, Julian Schakib, Leif Kobbelt
High-Performance Graphics 2021
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Splat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface appearance. However, in many cases these massive datasets do not fit into GPU memory. In this paper, we present a compression and rendering method that is designed for large textured point cloud datasets. Our goal is to achieve compression ratios that outperform generic texture compression algorithms, while still retaining the ability to efficiently render without prior decompression. To achieve this, we resample the input textures by projecting them onto the splats and create a fixed-size representation that can be approximated by a sparse dictionary coding scheme. Each splat has a variable number of codeword indices and associated weights, which define the final texture as a linear combination during rendering. For further reduction of the memory footprint, we compress geometric attributes by careful clustering and quantization of local neighborhoods. Our approach reduces the memory requirements of textured point clouds by one order of magnitude, while retaining the possibility to efficiently render the compressed data.




Design and Evaluation of a Free-Hand VR-based Authoring Environment for Automated Vehicle Testing


Sevinc Eroglu, Frederic Stefan, Alain Chevalier, Daniel Roettger, Daniel Zielasko, Torsten Wolfgang Kuhlen, Benjamin Weyers
IEEE Conference on Virtual Reality and 3D User Interfaces 2021
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Virtual Reality is increasingly used for safe evaluation and validation of autonomous vehicles by automotive engineers. However, the design and creation of virtual testing environments is a cumbersome process. Engineers are bound to utilize desktop-based authoring tools, and a high level of expertise is necessary. By performing scene authoring entirely inside VR, faster design iterations become possible. To this end, we propose a VR authoring environment that enables engineers to design road networks and traffic scenarios for automated vehicle testing based on free-hand interaction. We present a 3D interaction technique for the efficient placement and selection of virtual objects that is employed on a 2D panel. We conducted a comparative user study in which our interaction technique outperformed existing approaches regarding precision and task completion time. Furthermore, we demonstrate the effectiveness of the system by a qualitative user study with domain experts.

Nominated for the Best Paper Award.

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Poster: Virtual Optical Bench: A VR Learning Tool For Optical Design


Sebastian Pape, Martin Bellgardt, David Gilbert, Georg König, Torsten Wolfgang Kuhlen
IEEE Conference on Virtual Reality and 3D User Interfaces 2021
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The design of optical lens assemblies is a difficult process that requires lots of expertise. The teaching of this process today is done on physical optical benches, which are often too expensive for students to purchase. One way of circumventing these costs is to use software to simulate the optical bench. This work presents a virtual optical bench, which leverages real-time ray tracing in combination with VR rendering to create a teaching tool which creates a repeatable, non-hazardous, and feature-rich learning environment. The resulting application was evaluated in an expert review with 6 optical engineers.

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» Show BibTeX

@INPROCEEDINGS{Pape2021,
author = {Pape, Sebastian and Bellgardt, Martin and Gilbert, David and König, Georg and Kuhlen, Torsten W.},
booktitle = {2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
title = {Virtual Optical Bench: A VR learning tool for optical design},
year = {2021},
volume ={},
number = {},
pages = {635-636},
doi = {10.1109/VRW52623.2021.00200}
}






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